Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise. - Juho Hamari; Jonna Koivisto (ECIS, 2013)

Does Gamification Work? - A Literature Review of Empirical Studies on Gamification. - Juho Hamari; Jonna Koivisto; Harri Sarsa (HICSS, 2014)

Do Persuasive Technologies Persuade? - A Review of Empirical Studies. - Juho Hamari; Jonna Koivisto; Tuomas Pakkanen (PERSUASIVE, 2014)

Measuring flow in gamification: Dispositional Flow Scale-2. - Juho Hamari; Jonna Koivisto (Comput. Hum. Behav., 2014)

Demographic differences in perceived benefits from gamification. - Jonna Koivisto; Juho Hamari (Comput. Hum. Behav., 2014)

"Working out for likes": An empirical study on social influence in exercise gamification. - Juho Hamari; Jonna Koivisto (Comput. Hum. Behav., 2015)

Why do people use gamification services? - Juho Hamari; Jonna Koivisto (Int. J. Inf. Manag., 2015)

Gamification in Crowdsourcing: A Review. - Benedikt Morschheuser; Juho Hamari; Jonna Koivisto (HICSS, 2016)

How Effective Is "Exergamification"? A Systematic Review on the Effectiveness of Gamification Features in Exergames. - Amir Matallaoui; Jonna Koivisto; Juho Hamari; Rüdiger Zarnekow (HICSS, 2017)

Why do players buy in-game content? An empirical study on concrete purchase motivations. - Juho Hamari; Kati Alha; Simo Järvelä; J. Matias Kivikangas; Jonna Koivisto; Janne Paavilainen (Comput. Hum. Behav., 2017)

Service quality explains why people use freemium services but not if they go premium: An empirical study in free-to-play games. - Juho Hamari; Nicolai Hanner; Jonna Koivisto (Int. J. Inf. Manag., 2017)

Gamified crowdsourcing: Conceptualization, literature review, and future agenda. - Benedikt Morschheuser; Juho Hamari; Jonna Koivisto; Alexander Maedche (Int. J. Hum. Comput. Stud., 2017)

Gamification of education and learning: A review of empirical literature. - Jenni Majuri; Jonna Koivisto; Juho Hamari (GamiFIN, 2018)

Gamification of the work floor: A literature review of gamifying production and logistics operations. - Harald Warmelink; Jonna Koivisto; Igor Mayer; Mikko Vesa; Juho Hamari (HICSS, 2018)

Gamification of physical activity: A systematic literature review of comparison studies. - Jonna Koivisto; Juho Hamari (GamiFIN, 2019)

Introduction to the Minitrack on Gamification. - Juho Hamari; Jonna Koivisto; Petri Parvinen (HICSS, 2019)

Getting Healthy by Catching Them All: A Study on the Relationship Between Player Orientations and Perceived Health Benefits in an Augmented Reality Game. - Jonna Koivisto; Aqdas Malik; Bahadir Gurkan; Juho Hamari (HICSS, 2019)

The rise of motivational information systems: A review of gamification research. - Jonna Koivisto; Juho Hamari (Int. J. Inf. Manag., 2019)

Gameful Self-Regulation: A Study on How Gamified Self-Tracking Features Evoke Gameful Experiences. - Lobna Hassan; Nannan Xi; Bahadir Gurkan; Jonna Koivisto; Juho Hamari (HICSS, 2020)

Demographic differences in accumulated types of capital in massively multiplayer online role-playing games. - Henry Korkeila; Jonna Koivisto; Juho Hamari (Mindtrek, 2020)

"Why pay premium in freemium services?" A study on perceived value, continued use and purchase intentions in free-to-play games. - Juho Hamari; Nicolai Hanner; Jonna Koivisto (Int. J. Inf. Manag., 2020)